Post reply

Warning: this topic has not been posted in for at least 120 days.
Unless you're sure you want to reply, please consider starting a new topic.

Note: this post will not display until it's been approved by a moderator.

Name:
Email:
Subject:
Message icon:

shortcuts: hit alt+s to submit/post or alt+p to preview

Please read the rules before you post!


Topic Summary

Posted by: Michael Sandy
« on: May 19, 2018, 06:41:08 AM »

If you have a couple levels of armor tech, you can make a 15 ton ship that counts as commercial (no maintenance) and a fighter with 50 years or more endurance.

You can fit quite a few of them in a 250 ton capacity boat bay which is pretty early tech.  I tend to drop one on each side of all jump points and their myopic sensors are at least capable of detecting a transit.

It does create a proliferation of Task Groups.  I tend to name them all Monitor Sol-Alpha C (or whatever the jump point is) to help me find where they were if something destroys them.
Posted by: Erik L
« on: May 16, 2018, 10:34:53 PM »

Only sort of on-topic, but have you seen any of the let's plays available about Aurora? There are several, and I'm sure that if you're interested we could easily scrounge up links. For example, I found Quill18's indispensible when I first started playing, and SerBeardian is even now a useful resource.

Also, the wiki is a useful resource. http://aurorawiki.pentarch.org
Posted by: Jovus
« on: May 16, 2018, 10:13:04 PM »

Only sort of on-topic, but have you seen any of the let's plays available about Aurora? There are several, and I'm sure that if you're interested we could easily scrounge up links. For example, I found Quill18's indispensible when I first started playing, and SerBeardian is even now a useful resource.
Posted by: Erik L
« on: May 16, 2018, 08:31:56 PM »

Pretty much what it says. It's a radar-type installation for detecting objects in space from a planetary base.
Posted by: leonidas1283
« on: May 16, 2018, 08:09:57 PM »

what does a deep space tracking staition do?
Posted by: Shiwanabe
« on: May 16, 2018, 07:50:35 PM »

If you search for 'Mine', 'Minefield', or 'Buoy' you'll be able to find more information, but here's a quick design guide for a Sensor buoy:

- Zero engines
    - Missiles blow up if they run out of fuel, without engines they don't burn any.
- No fuel
    - Without an engine we have no need of fuel
- No Agility
    - We don't need to hit anything
- No warhead
    - We don't need to do damage
- Sensors
    - Normally a Sensor Buoy needs to have a good chance of detecting any 'enemy' ship that crosses a jump point or into the controlled space. Maximum jump deviation is 2M km with capped out tech.


Since we're talking a Comms Buoy I'd probably go with a combination of a very large resolution active sensor and an EM sensor large enough to detect the active from other jump points in the system. (As missile sensors currently have a resolution cap of ~21,000,000, the buoy can be rather small)
Posted by: leonidas1283
« on: May 16, 2018, 07:21:33 PM »

How can i do it? what do i need?
Posted by: Shiwanabe
« on: May 16, 2018, 07:14:00 PM »

The closest you can do is make 'purposeless' 'mines' for roleplay.

Since communications are instant over any distance and through any number of jump points there's sadly no actual gameplay regarding this.

As far as Roleplay solutions; most people seem to go with communications between ship in a system being instant, while jump points break the communications. They then make decisions and run the empire as though the scouting information follows those rules, with extra bits like a ship on a jump point being able to send messages on both sides (Assuming the ship will cross the point to communicate with others).


So, yes you can make 'communications relay's, but they will not have gameplay significance.  :-\
Posted by: leonidas1283
« on: May 16, 2018, 07:03:50 PM »

Can I make a Comms Relay?